When authoring textures the resolution can be whatever you like. Upon importing, however, they will be rescaled to whatever resolution is set for that item slot. I'll spare you the long winded explanation and just say there's no way around this for workshop items. Your saddle will end up being 256x256 ingame. Here's an…
"The human eye is primitive, so the first impression is really important" you said it right SinAmos so why dont you stop blaming the other and learn something about what makes something appealing to the eyes, you choose white as the background of your itens, it amost fade you objects turning it black and swallowing all the…
It's understandable how everyone is jealous of Anuxi. She works like a machine and creates really quality items. I personally don't like all of her designs but I can't say a single word about her work quality. I do believe her items have bigger potential getting in the game just because she made them but that may not be…
First of all grats to all who got some stuff in the game! Specially Anuxis jackpot! :thumbup: Yeah, i agree with shellnut on this. I'm not expecting to get my stuff in the game at all to be honest, if it does that's great but for me this is all about learning and to get better at zbrush mainly. I'm picking up a lot of good…
"I can very clearly see the jaggy edges of the models in that picture, as well the smudgy texture in one the blue parts, the author was simply clever enough to play within the limitations of the the stuff to make things pop."- not true at all. "No shit, they get compiled."--no, you start with the 256 or you would get…
Celebrate? Why? What makes it different from another month release? It is the same shit we are getting every month. Hell, Spring 2014 was bad but bearable coz like if you made a single and it didn't get in, no big deal. Now we got over 40 or so groups or single artists making sets. Only for 8-12 to be accepted. The rest…
Thanks for all the help guys. I've gathered all of the info that I was able to pick up on in this thread and made a tutorial for my process of compiling (disclaimer: there are probably better ways). If you have anything to add or correct, please let me know. Maya 2012 is used for modeling/exporting. 1. Setting up your…
That is what the model will look in the Hero selection screen when you have everything set to Max (AF is also important). 512px at LOD0 per piece sounds pretty doable to me, with 256px and LOD1 for ingame, I don't understand what the problem is here. I can very clearly see the jaggy edges of the models in that picture, as…
DOTA 2 WORKSHOP CONTRIBUTIONS Resources Decompiling Character Models To Use As Reference Valve's Character Art Guide Valve's Texture Guide Info from Opethrockr55: Geometry • Budget o hero+items: 6-7k for the portrait and 3-4k triangles in the game o Good rule of thumb is to always stay on the lower end of the budget • LODs…